New profile dm/games/0100F2C0115B6000 (update 1.4.3 = v720896; main, subsdk0 and sdk, the last two the same builds as Breath of the Wild 1.9.0). It plays the opening and reaches the first gameplay at 30 fps with the HUD, stable over a 5-minute run. The 3D scene is still black: the half-resolution deferred-lighting pass leaves its outputs at zero (being investigated). - Memory: the NPDM declares a system resource (alias memory) and the game also calls SetHeapSize(0x86000000). Mac partition 8 GB = 256 MB in front + 5 GB alias + 256 MB stack + 2.5 GB heap; the alias high-water mark is 1.75 GB. Too large for an iPhone; to be measured and shrunk. - SDK 20 calls that reached a service, one abort per boot: oe GetPreviousProgramIndex (-1); the hardware Opus decoder's C interface, forwarded to the sdk's software OpusDecoder; cache storage (list reports none, create / mount use a host folder beside the temporary storage); fs::IsSaveDataExisting for another title (it asks for Breath of the Wild's save: none) and MountSaveDataReadOnly; time::ClockSnapshot:: CreateWithStandardSystemClock (0xD0 bytes filled on the host); web:: ShowWebPage (unavailable, as the lobby page). - shader_split.py reads zstd frames that name a dictionary, from Pack/ZsDic.pack.zs (Python 3.14+ compression.zstd): 28,669 shaders; 28,636 compile (chain 29bb51ae3ce7). - New profile key tex_flush_upload, off by default and on only here: TOTK writes its streamed textures from the CPU straight into pool memory and publishes them with nvnMemoryPoolFlushMappedRange (9,436 calls at boot); hle_nvn.c registers such textures by range and marks the ones a flush covers CPU-written, so they upload from guest memory. Its visual effect is not confirmed yet (the scene stays black for the lighting reason above). - docs/agents/03-bringup.md: the new rewriter cases and the SDK 20 calls. The Hades session's smoke runs of the seven playable games used a host built with these hooks: only their known red lines.
nxnative
Play your own Nintendo Switch games natively on iPhone and iPad. Bring your game (its NSP files) and your prod.keys; one script turns them into an IPA that you sideload.
It is not an emulator: the game's own code runs directly on the Apple chip, with Switch graphics rebuilt on Metal. Nothing from any game is in this repository, and the project is not affiliated with Nintendo or any game publisher.
Acknowledgements
This project is built on other people's work:
- d2r-mobile (MIT) developed this native-execution approach, for Diablo II: Resurrected. nxnative (first called smbw-mobile) started as a copy of its generic parts: the NSO rewriter, the host that stands in for Horizon, the NVN-on-Metal layer and the iOS app shell. Fixes go both ways.
- Ryujinx (MIT): its shader translator (
Ryujinx.Graphics.Shader,Ryujinx.CommonandSpv.Generator1.3.2, unmodified indm/third_party/ryujinx) turns the games' Maxwell shaders into SPIR-V. Its emulation of the kernel and system services is also a reference when the host's behaviour is in doubt. - Atmosphère: its kernel, mesosphère, is the reference for Horizon's synchronization semantics (address arbiter, condition variables).
- yuzu: Maxwell instruction encodings for the shader reference tool, and a cross-check for kernel behaviour.
- LibHac: reads NSPs and layers updates over the base game in
dm/tools/nx_extract. hactool did the first extractions. - SPIRV-Cross: SPIR-V to Metal Shading Language.
- deko3d (zlib): its texture layout size algorithm is ported in
dm/gfx/nvn/nvn_tex.c. - libvpx (VP9 movies), stb_vorbis (movie sound), libdeflate, the Vulkan headers and NVIDIA FLIP ship in
dm/third_partywith their licenses (list). - Capstone, lz4, fontTools and XcodeGen are used by the build.
Games
All of these are tested on an iPhone and playable:
| Game | NSPs to put in the folder | IPA | Notes |
|---|---|---|---|
| Super Mario Bros. Wonder | base game + update 1.2.1 | ~4 GB | |
| Fire Emblem Engage | base game + update 2.0.0 (+ Expansion Pass DLC) | ~15 GB | Upgraded to 60 fps (30 fps on Switch) |
| Metroid Dread | base game + update 2.1.0 | ~5 GB | |
| 13 Sentinels: Aegis Rim | base game + update 1.10 | ~5 GB | |
| Super Mario 3D World + Bowser's Fury | base game + update 1.2.2 | ~3 GB | |
| The Legend of Zelda: Breath of the Wild | base game + update 1.9.0 (+ DLC) | ~16 GB | Upgraded to 60 fps (30 fps on Switch) |
| The Legend of Zelda: Link's Awakening | base game + update 1.1.0 | ~6 GB | |
| Super Mario Odyssey | base game + update 1.4.1 | ~6 GB |
Being ported: Hades (base game + update 1.0.38233). It plays on the Mac; its iPhone build is not tested yet, and the script cannot pack it yet.
Needs iOS / iPadOS 26 or later on an iPhone 15 Pro or newer (A17 Pro chip or later) or an iPad with an M1 chip or later: the games' textures are BC-compressed, and older iPhones can't read that format. Other games aren't supported yet. For them the script writes a survey and still tries its best to pack an IPA, guessing the game's settings; such an IPA may not start.
Pack an IPA
1. Get nxnative and its tools (once, on a Mac with Xcode and Homebrew):
git clone https://github.com/seedds/nxnative.git && cd nxnative
brew install xcodegen zstd spirv-cross
brew install --cask dotnet-sdk
python3 -m pip install lz4 capstone fonttools
2. Put one game's NSPs in a folder, base game and update (and any DLC):
~/Games/MarioWonder/
Super Mario Bros. Wonder [010015100B514000][v0].nsp
Super Mario Bros. Wonder [010015100B514800][v327680].nsp
3. Run the script:
python3 scripts/build_ipa_from_nsp.py ~/Games/MarioWonder -k ~/keys/prod.keys
The IPA appears in the same folder (here ~/Games/MarioWonder/SMBWMobile.ipa). The first build takes 30–60 minutes, later ones about 10. You need free disk space of about twice the NSPs' size plus 10 GB. Options such as -o (output path) and --app-name are listed by -h.
4. Install the IPA with your sideloading tool (AltStore, Sideloadly, LiveContainer, …). The app gets the game's name, icon and version (the update's version, for example 1.2.1 for Mario Wonder; the base game's when there is no update).
Play
Touch controls. Tap 2D / 3D at the top to switch layouts; the app remembers your choice. 3D World, Breath of the Wild and Odyssey start in 3D, the other games in 2D. A connected game controller hides the touch controls and keeps every button.
- Game language is English by default. For Chinese, add the line
DM_LANG=zh-HanstoDocuments/env.txt. - Saves and logs are in the Files app, under the app's name:
save/andlog.txt. When something goes wrong, sendlog.txt(the previous run islog.prev.txt). - Short stutters the first time a new scene appears are normal: the app compiles graphics for it once and remembers them for the next launch.
- Reinstalling: some sideloading tools give a reinstalled app a new data folder. Copy
save/andpso_user.tsvover from the old one to keep your progress. - Settings without rebuilding: put lines like
DM_OPMODE=0(handheld mode: lower resolution, higher frame rate) inDocuments/env.txt.
Known issues
- No amiibo and no online features.
- Fire Emblem Engage: after switching away from the app and back, some sounds may stay silent until you restart it.
For developers
How it works, the script's options, running games on the Mac, adding a game, and per-game notes: docs/development.md. In-depth bring-up and debugging notes: docs/agents.
License
MIT (see LICENSE). Third-party code keeps its own license; see dm/third_party.







